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script de batalla a lo final fantasy 4

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script de batalla a lo final fantasy 4 Empty script de batalla a lo final fantasy 4

Mensaje  Shiro Dom Nov 02, 2008 2:05 pm

Holas !
soy shiro y nuevo aki
pero necesito pedir algo.....
(siempre me puediera responder).......
necesito un script de batalla(para el rpg maker vxya ke el ke hay es una mierda)
ke sea tipo final fantasy 4....
es ke el estilo de batalla de ese juego me fascina Very Happy
de antemano muchas gracias cheers
Shiro
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script de batalla a lo final fantasy 4 Empty Re: script de batalla a lo final fantasy 4

Mensaje  Caistsa Vie Ene 02, 2009 4:29 pm

Bueno te pongo aqui el de menu aver si encuentro el de batalla suerte Very Happy

Código:
==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Window_Basic < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(x, y, width, height)
  super(x, y, width, height)
  self.contents = Bitmap.new(width - 32, height - 32)
  @writtentext  = ""
  refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  rect = Rect.new(0, 0, self.contents.text_size(@writtentext).width, self.contents.text_size(@writtentext).height)
  self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
  self.contents.draw_text(rect, @writtentext, 1)
 end
 
 def setText(newText)
    @writtentext  = newText
    refresh
 end
end

class Scene_Title
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
  # If battle test
  if $BTEST
    battle_test
    return
  end
  # Load database
  $data_actors        = load_data("Data/Actors.rxdata")
  $data_classes      = load_data("Data/Classes.rxdata")
  $data_skills        = load_data("Data/Skills.rxdata")
  $data_items        = load_data("Data/Items.rxdata")
  $data_weapons      = load_data("Data/Weapons.rxdata")
  $data_armors        = load_data("Data/Armors.rxdata")
  $data_enemies      = load_data("Data/Enemies.rxdata")
  $data_troops        = load_data("Data/Troops.rxdata")
  $data_states        = load_data("Data/States.rxdata")
  $data_animations    = load_data("Data/Animations.rxdata")
  $data_tilesets      = load_data("Data/Tilesets.rxdata")
  $data_common_events = load_data("Data/CommonEvents.rxdata")
  $data_system        = load_data("Data/System.rxdata")
  # Make system object
  $game_system = Game_System.new
  # Make title graphic
  @sprite = Sprite.new
  @sprite.bitmap = RPG::Cache.title($data_system.title_name)
  # Make command window
  s1 = "Nueva Partida"
  s2 = "Continuar"
  s3 = "Salir a Windows"
  @text_window = Window_Basic.new(20,30,570,60)
  @text_window.setText("Comenzar una Nueva Partida.")
  @command_window = Window_Command.new(192, [s1, s2, s3])
  @command_window.x = 400
  @command_window.y = 95
  # Continue enabled determinant
  # Check if at least one save file exists
  # If enabled, make @continue_enabled true; if disabled, make it false
  @continue_enabled = false
  for i in 0..3
    if FileTest.exist?("Save#{i+1}.rxdata")
      @continue_enabled = true
    end
  end
  # If continue is enabled, move cursor to "Continue"
  # If disabled, display "Continue" text in gray
  if @continue_enabled
    @command_window.index = 1
  else
    @command_window.disable_item(1)
  end
  # Play title BGM
  $game_system.bgm_play($data_system.title_bgm)
  # Stop playing ME and BGS
  Audio.me_stop
  Audio.bgs_stop
  # Execute transition
  Graphics.transition
  # Main loop
  loop do
    # Update game screen
    Graphics.update
    # Update input information
    Input.update
    # Frame update
    update
    # Abort loop if screen is changed
    if $scene != self
      break
    end
  end
  # Prepare for transition
  Graphics.freeze
  # Dispose of command window
  @text_window.dispose
  @command_window.dispose
  # Dispose of title graphic
  @sprite.bitmap.dispose
  @sprite.dispose
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
  # Update command window
  @text_window.update
  @command_window.update
  # If C button was pressed
  # Branch by command window cursor position
  if Input.trigger?(Input::C)
    case @command_window.index
    when 0  # New game
      command_new_game
    when 1  # Continue
      command_continue
    when 2  # Shutdown
      command_shutdown
    end
  end
  case @command_window.index
    when 0  # New game
      @text_window.setText("Comenzar una Nueva Partida.")
    when 1  # Continue
      @text_window.setText("Cargar una Partida Guardada.")
    when 2  # Shutdown
      @text_window.setText("Salir del Juego.")
    end
 end
 #--------------------------------------------------------------------------
 # * Command: New Game
 #--------------------------------------------------------------------------
 def command_new_game
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Stop BGM
  Audio.bgm_stop
  # Reset frame count for measuring play time
  Graphics.frame_count = 0
  # Make each type of game object
  $game_temp          = Game_Temp.new
  $game_system        = Game_System.new
  $game_switches      = Game_Switches.new
  $game_variables    = Game_Variables.new
  $game_self_switches = Game_SelfSwitches.new
  $game_screen        = Game_Screen.new
  $game_actors        = Game_Actors.new
  $game_party        = Game_Party.new
  $game_troop        = Game_Troop.new
  $game_map          = Game_Map.new
  $game_player        = Game_Player.new
  # Set up initial party
  $game_party.setup_starting_members
  # Set up initial map position
  $game_map.setup($data_system.start_map_id)
  # Move player to initial position
  $game_player.moveto($data_system.start_x, $data_system.start_y)
  # Refresh player
  $game_player.refresh
  # Run automatic change for BGM and BGS set with map
  $game_map.autoplay
  # Update map (run parallel process event)
  $game_map.update
  # Switch to map screen
  $scene = Scene_Map.new
 end
 #--------------------------------------------------------------------------
 # * Command: Continue
 #--------------------------------------------------------------------------
 def command_continue
  # If continue is disabled
  unless @continue_enabled
    # Play buzzer SE
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Switch to load screen
  $scene = Scene_Load.new
 end
 #--------------------------------------------------------------------------
 # * Command: Shutdown
 #--------------------------------------------------------------------------
 def command_shutdown
  # Play decision SE
  $game_system.se_play($data_system.decision_se)
  # Fade out BGM, BGS, and ME
  Audio.bgm_fade(800)
  Audio.bgs_fade(800)
  Audio.me_fade(800)
  # Shutdown
  $scene = nil
 end
 #--------------------------------------------------------------------------
 # * Battle Test
 #--------------------------------------------------------------------------
 def battle_test
  # Load database (for battle test)
  $data_actors        = load_data("Data/BT_Actors.rxdata")
  $data_classes      = load_data("Data/BT_Classes.rxdata")
  $data_skills        = load_data("Data/BT_Skills.rxdata")
  $data_items        = load_data("Data/BT_Items.rxdata")
  $data_weapons      = load_data("Data/BT_Weapons.rxdata")
  $data_armors        = load_data("Data/BT_Armors.rxdata")
  $data_enemies      = load_data("Data/BT_Enemies.rxdata")
  $data_troops        = load_data("Data/BT_Troops.rxdata")
  $data_states        = load_data("Data/BT_States.rxdata")
  $data_animations    = load_data("Data/BT_Animations.rxdata")
  $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
  $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
  $data_system        = load_data("Data/BT_System.rxdata")
  # Reset frame count for measuring play time
  Graphics.frame_count = 0
  # Make each game object
  $game_temp          = Game_Temp.new
  $game_system        = Game_System.new
  $game_switches      = Game_Switches.new
  $game_variables    = Game_Variables.new
  $game_self_switches = Game_SelfSwitches.new
  $game_screen        = Game_Screen.new
  $game_actors        = Game_Actors.new
  $game_party        = Game_Party.new
  $game_troop        = Game_Troop.new
  $game_map          = Game_Map.new
  $game_player        = Game_Player.new
  # Set up party for battle test
  $game_party.setup_battle_test_members
  # Set troop ID, can escape flag, and battleback
  $game_temp.battle_troop_id = $data_system.test_troop_id
  $game_temp.battle_can_escape = true
  $game_map.battleback_name = $data_system.battleback_name
  # Play battle start SE
  $game_system.se_play($data_system.battle_start_se)
  # Play battle BGM
  $game_system.bgm_play($game_system.battle_bgm)
  # Switch to battle screen
  $scene = Scene_Battle.new
 end
end

Pegalo encima de main ^^

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script de batalla a lo final fantasy 4 Empty Re: script de batalla a lo final fantasy 4

Mensaje  SilverNigth Sáb Ene 03, 2009 2:09 am

Ah si ya lo comocia, por cierto shiro podrias explicar como es su sistema de batalla? Me acuedo de un scrip Raise Field que estaba muy bien igual se asemeja a lo que tu quieres
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script de batalla a lo final fantasy 4 Empty Re: script de batalla a lo final fantasy 4

Mensaje  Caistsa Sáb Ene 03, 2009 6:29 pm

Oh si ese script es buenisimo se lo recomiendo a todo el mundo jaja.Bueno shiro espero que te sirva ese de menu porque el de batalla no lo encuentro.He jugado al final Fantasy 5 y poco al 4 por eso nose si son iguales.Del 5 tengo el script si quieres lo subo.

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script de batalla a lo final fantasy 4 Empty Re: script de batalla a lo final fantasy 4

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